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Echoes on the Streets of Velmorne

Preyers!
The Webgrave Update has been out for a few days now, and the response has been nothing short of amazing - so amazing, in fact, that before we dive into the sizeable Hermitorium Archives (Webgrave Special Edition), Adrian wanted to say a few words.

Raising from the Webgrave

It might be a bit early to reflect on the reception of the Webgrave update, as we're still in the support phase with a nice fat patch coming early next week. However, I can't contain my joy over its performance, so let's take a look anyway.



This chart shows our daily concurrent players since the Steam release nearly a year ago. It's very much what you'd expect: a big spike on release, smaller spikes during updates. But then, at the end, the Webgrave spike. Two to three times bigger than any previous update, almost rivaling our launch numbers.

Now, while I'd love to attribute this anomaly entirely to the quality of the update, we need to consider two other important factors.

First, this was our first 20% discount. I do believe the game is priced fairly, but the promo obviously made it more appealing to some players. It also triggered an email from Valve to over a million Steam users who had wishlisted Witchfire -- Valve sends out such emails whenever there’s a discount of 20% or more.

Second, we were prominently featured on Steam's front page in the Weekend Deal section throughout the weekend. No matter how good your own marketing is, exposure from Steam -- via the front page and algorithm -- is infinitely more powerful.

Does that mean Webgrave was just like any other update, and its great performance was simply due to price and exposure?

Luckily, not quite.

It seems you genuinely liked the update enough to spread the good word about it.
Because otherwise, how do you explain the steady, consistent growth of our Discord community (now over 16K members!) and the explosion of activity on our subreddit?



And how do you explain the fact that Witchfire continues to sell well even days after the promo ended? The Steam algorithm helps (a lot) with exposure but it's not forcing anyone to buy the game.

We poured our hearts and souls into Webgrave. The final month was hard, with long days and nights. But it all feels worth it when we see you're enjoying the game. This is why we do it.
Thank you for buying Witchfire and thank you for playing. Special thanks to everyone who writes Steam reviews (these are incredibly impactful), rates us on EGS, helps new players on Discord, or discusses the game on various forums, including Steam and Reddit. Hats off to everyone talking about the game on YouTube, both content creators and commenters.

Now get ready for that new monster next week.

Hermitorium Archives


[h3]On the topic of performance…[/h3]

Let’s start with one of the most frequently mentioned aspects of Webgrave - or rather, Velmorne: performance. A number of posts on Steam, Reddit, and Discord pointed out that the new map doesn’t run as smoothly as the previous ones. The reason? Velmorne is significantly larger than any other level in the game, so naturally, there’s going to be a performance hit.

It’s not a huge hit - and to offset it, we’ve actually hired a programmer whose sole job is to optimize the game. Thanks to that, we’re already seeing a 5% performance boost compared to previous updates. So you lose some, and you win some.

That said, why should you care, right? You shouldn’t. It’s our job to make sure all maps run with the same supersonic speed. The good news is, thanks to some particularly clever witchcraft, you should already see an improvement in Velmorne’s framerate in the next patch.
We’ve always taken great care in optimizing Witchfire, and that’s something we’ll continue to do throughout development.

And on that note - FSR should be back online next week, too. If you were using this frame generation technique, you’ll be able to do so again soon. Apologies for the inconvenience!

[h3]Difficulty spike?[/h3]
There have also been quite a few posts mentioning that the game feels harder after the update - potion slots missing, reduced health and stamina, and a generally less forgiving experience.
We understand why it might feel that way, but these changes don’t actually stem from balance tweaks. Instead, it’s down to the introduction of the Rosary. Some of the perks that were previously granted through your level progression have been moved and now require bead-slotting in the new system.



We understand that this may initially make you feel less powerful than before, but please remember: Witchfire is in Early Access (with 1.0 dropping next year). Rearranging systems and introducing new mechanics won’t always translate to a feeling of increased power. Balance doesn’t mean pushing you toward being OP AF and one-shotting everything. It’s about - well - balancing the experience.

(Adrian: Yes, this is crucial. I’ve played Webgrave myself, from scratch, for over 30 hours. The overall difficulty is the same as before. But the progression, pacing, and even some features have changed, and that requires re-adjustment.

This can give the impression of heightened difficulty for veteran players, simply because of the unknown. It’s like with Velmorne: when I was at Gnosis 2, I wondered if we’d made the town too hard… But now, at Gnosis 6, I’m clearing this cursed place with no problem. Just because the unknown became known.

That said, smart play and clever builds can still result in…

[h3]Massive damage![/h3]



8667 damage - or to put it more dramatically, eight thousand six hundred and sixty-seven damage - from a single bolt. That’s really demonic. And you can watch it either on our website or in the original reddit thread.

To be honest, this one made us scratch our heads, and it led to the discovery of a particularly peculiar bug. It’ll be fixed in an upcoming update. But don’t worry - you’ll still be able to replicate the scenario posted by FilthmasterRich in the video above. You’ll just need to count your bullets.
Of course, depending on your playstyle, you might opt for something very different. If agility is your thing, you can still achieve some seriously impressive results, as proven on our Discord by Hypnosis Goblin:



(Video available on our website or in the original reddit thread.)

[h3]To infinity and beyond![/h3]

Velmorne is the biggest map we’ve ever made. It’s multi-layered and packed with secrets, but some of you (naming no names, but maybe a certain Preyer whose name begins with “L” and ends with “abonski”) decided it wasn’t quite big enough. We’ve seen exploration go beyond the map’s edges before - but this? This is outer-outer limits.



[previewyoutube][/previewyoutube]

(For reasons known only to Steam themselves, the embed does not work, sorry!)

And that’s not the only case! of you getting where you shouldn't really be. Hypnosis Goblin decided to hike back to the newly added Outskirts (where the prologue takes place) and explore alternate paths toward the Hermitorium. While air travel might seem like a good idea, it can also take you to places not suited for player presence.



(Video available on our website or in the original reddit thread.)

The FAA may be in touch with you soon.

[h3]Randomizer updated[/h3]

A few months ago, we were blessed with the Witchfire Randomizer - a handy tool created by BananenKlaus that allowed you to plan builds wherever you were (as long as you had internet).

With the Rosary system introduced, it briefly fell out of date… but not for long! The Randomizer has already been updated. You can once again plan the perfect build to rain destruction upon the Witch’s minions.



Speaking of destruction - it’s absolutely possible, even if you…

[h3]… don’t bring any weapons[/h3]

Melee weapons have been on our roadmap for a while. We’re working on them - but until then, here’s something to think about:


(Video available on our website or in the original reddit thread.)

Just joking about questioning the inclusion of melee weapons, but, clearly, even if you decide to follow the Path of the Bat, you can dish out serious damage. Dimacher seems to retain his title as Chief Punching Bag, so not everything has changed since Webgrave. But maybe you just need a bit more practice before Widow gets put in her place - at an extreme pace.

[h3]Pockets ain’t empty, cuz.[/h3]

While Witchfire’s economy might be safe from inflation, until you hit the level cap, it can feel like there’s never quite enough WF at your disposal. And since the game is set in an alternate 1900s, you won’t be seeing “Bankers hate him!” banners taking you to questionable websites with even more questionable crash courses on how to get rich quick.

Luckily, where there’s a will, there’s a way - and Barry was kind enough to prepare a guide on how to earn one million WF in a single run. It’s not easy, but it works:



Click here to visit the thread on reddit.

(Adrian: I almost asked Spajk not to include this link -- it clearly breaks the game’s economy. But I left it in, because it shows just how much you can achieve with the right build and setup. Earlier you saw a boss one-shot; now here’s a nearly game-breaking money maker -- all thanks to smart build choices. And there’s so much more in Witchfire if you take this approach. Decay spreaders, unite!)

[h3]There’s a photographer in town![/h3]

We’ve seen a surge of screenshots since Webgrave dropped (thank you - it means the world to us that you’re enjoying the environments), but there’s someone among you going beyond the routine of simple point'n'shoot. So, here is a link to a reddit thread with a few stunning captures from Nuubi, who’s been showing us what Witchfire looks like through their lens.



Click here to visit the thread on reddit.

The screenshot artist who’s already created many Witchfire shots for us has just delivered a new batch, too - and here’s a little glimpse of select moods…



[h3]And to wrap it up…[/h3]

Something the more seasoned Preyers will feel in their bones:



(You see, it’s especially funny because Koschei aka. Kościej is made of bon...)

(...)

(I’ll see myself out.)

A new patch with an array of new things, updates, improvements and bugfixes is planned for early next week. If all goes well, it will be the last one for a while as we retreat to the darkness of our tech-caves to work on the next update.

More on that in due time - but that's it for now.

See you around, and keep shooting!

Witchfire Patch 0.7.2 is live!

[p]Patch 0.7.2 is live! Mostly buffs and improvements, you can find the details below.[/p][p]Unless a hotfix is needed, this is our last patch for a while. We're working on one more juicy patch (new enemy included!) coming at the end of next week at the earliest. Enjoy the Webgrave Update, and keep that feedback coming! ːdemonheartː[/p][p][/p][p]P.S. And here's a miniFAQ that was attached to the hotfix 0.7.1 info, in case you missed it:[/p][p][/p][p][/p]
Patch 0.7.2 Notes
[p][/p][h2]Changes to weapons and gear[/h2][p][/p][h3]Changes to Koschei[/h3]
  • [p]Stamina cost added to swarm launch[/p]
  • [p]Diminishing M1 projectile base damage for multiple hits of the same target[/p]
  • [p]Fixed looped Koschei’s reloading animation when no ammo can be inserted to the magazine[/p]
  • [p]Designer notes: Koschei is overperforming right now, mostly because of its unique M1 mechanic. We want to bring it in line with other weapons, while keeping both its basic functions and unique capabilities fun and powerful, so we’re apllying a careful, steady approach to changes. It’s possible that this is not the last change we make to Koschei.[/p]
[h3]Changes to Iron Cross[/h3]
  • [p]Significantly increased the range of Iron Cross[/p]
  • [p]Reduced the range of Iron Cross Mysteria 3 from 200% to 150% of base range[/p]
  • [p]Designer notes: the initial range reduction wasn’t motivated by the spell outperforming. Because it was so massive, it had a significant impact on performance. At the same time, after performing necessary checks on enemies in range, the furthest of them still weren’t affected by the spell, because there was no clear line of sight between them and the Cross. So we basically wasted resources on nothing. We tried to reduce the range so it performed the same in most situation, but overshot quite a bit and nerfed it in the process. This is an attempt to remedy that.[/p]
[h3]Changes to Nemesis[/h3]
  • [p]Fixed Nemesis wisps targeting wrong enemies from across the level[/p]
  • [p]Increased Nemesis wisps travel speed[/p]
[p][/p][h2]Other changes and tweaks[/h2]
  • [p]Changed the way how the player stats are displayed[/p]
  • [p]Designer notes: Easier now to understand if you are under base (100) or total max for the given stat (200). Exception: HP and SP, that are basically points.[/p]
  • [p]Hermitorium arrival (short) cutscene added[/p]
  • [p]Watch Commander health significantly lowered[/p]
  • [p]High Executioner health slightly increased[/p]
  • [p]Velmorne miniboss icons should follow their position now[/p]
  • [p]Spiderwoman is now less susceptible to stun damage[/p]
  • [p]Tweaked Blackened Salt and Corpse Wax drop rates[/p]
  • [p]Tweaked the attenuation settings of the Gatekeeper’s power sources, to make them easier to locate[/p]
  • [p]Velmorne undergrounds, esp. boss area, render significantly faster[/p]
[p][/p][h2]Bugfixes[/h2]
  • [p]Fixed “mission complete” SFX not playing after killing Town minibosses[/p]
  • [p]Fixed potential progression blocker in Hermitorium (Sanctuary door not interactable)[/p]
  • [p]Fixed “Free Arcana Bead” incorrectly consuming required items[/p]
  • [p]Fixed Stigma Diabolicum critical damage multiplier[/p]
  • [p]Fixed an issue with incantations’ incorrect icon and type displayed in the Workshop[/p]
  • [p]Fixed cutscenes breaking sounds when leaving to main menu when they are playing[/p]
  • [p]Fixes to Crossbowman and Watch Commander behavior[/p]
  • [p]Fixed Effigies and Totems trap spawning[/p]
  • [p]Designer notes: these traps have been present in the game since early access launch, but their spawning logic has been broken for quite a while. For Steam players, it might be the first time they see them outside of the Duel event.[/p]
  • [p]Numerous visual fixes across all of Velmorne[/p]
[p][/p][h2]UI changes[/h2]
  • [p]Added notification star on portal in the Hermitorium which is displayed when there’s new destination available[/p]
  • [p]Made hotspots in the Handbook more snappy. They should now feel better to use, especially in cases when two hotspots are close to each other[/p]
  • [p]Fixed an issue with incantations having incorrect icon and type displayed in the Workshop[/p]

First Webgrave Hotfix out now

First and foremost, we’re overwhelmed by the response Webgrave received - thank you! And thank you for your feedback, it means a lot and helps us improve the game. We have identified some things which require a fair amount of tinkering, but there are also smaller fixes and fine-tunes which we can perform already, so, without much ado, here is a change list for the first Webgrave hotfix, aka. what we have been working on since yesterday:
  • Fixed Arsenal stat to correctly affect reload;
  • Increased base reload speed for Hypnosis and Ricochet;
  • Fixed Chronoclast's black screen issue;
  • Added reminder explaining Chronoclast;
  • Temporarily disabled FSR due to stability issues - a permanent fix is in the works;
  • Less flytraps per arena;
  • Town minibosses now drop either Incantation 2 or 3;
  • Koschei's auto reload speed now ramps up slightly slower;
  • Shadow Orbs are now instant pickup, like all other enemy drops;
  • Fixed an incorrect Gnosis 6 description that suggested you get a 6th rosary slot;
  • Tweaks to herb spawns;
  • Fixed The Oracle not consuming charges on M1.


Additionally, we have prepared a mini FAQ which may answer some of the questions you have been asking across all the communication channels:



That’s it for today - we will be back with another batch of fixes and updates soon, please stay tuned and keep the feedback coming.

Cheers!

Dark fantasy FPS Witchfire adds whole new region in early access update

Dark fantasy FPS Witchfire is expanding its early access offering with an entire new city to explore. There's a whole lot of content dropping with the Webgrave Update, including the opportunity to explore Velmorne, a twisted city which my Warhammer-pilled mind immediately imagines as a digital Mordheim. I'll take any excuse to load up my flintlock pistol and take aim at a demonic beast of yore, and this is the perfect opportunity to get on board the Witchfire train and trundle headfirst towards salvation station. Whether you're new to the world of witch hunting or a seasoned pro with the blessing of the Pope himself, there's no better time to jump in.


Read the rest of the story...


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Witchfire Webgrave Update is out

We know that labelling an update as “the biggest yet” is often overused, but we mean it when we say it: Webgrave is massive. And it has just gone live, accompanied by our biggest sale ever: 20% off.

[previewyoutube][/previewyoutube]

You can find the full patch notes in this post on our blog – click through if you’re curious about everything that’s been going on under the hood.

If, however, you’re more inclined to read about what Webgrave brings in a compact, easy-to-digest manner, this is the place for you: here are the most important things about the update.

New region - Velmorne


Over the Early Access period we have been expanding the world of Witchfire by giving you more places to explore. Back in March, you found the navigation chart for Witch Mountain behind the throne room in which Dimacher resides. Today, there is one more document for you to find – one which will enable you to choose Velmorne as the destination in the portal in the Hermitorium.



Be warned – the blighted town is not a welcoming place. And while the screenshots may paint a picture of a deserted, quiet zone, once hell breaks loose, you may have trouble catching your breath.

Webgrave introduces several new types of enemies who will challenge your skills and test your might. If you watched the trailer above, you already know that Townswoman (who we showed a few weeks ago) is a rather nasty, handsy type. We have also shown you the Executioner before, but the more eagle-eyed among you may have already spotted even more new opponents patrolling the streets of Velmorne.

I won’t spoil the surprise, but let me tell you – your tier lists of enemies in the game may need to be updated once you meet your demise at the hands of these newcomers. Luckily for you, we’re not leaving you empty-handed.

Rosary


The Rosary reveal seemed to have been well received, and we hope the sentiment stays when you actually experience it. It’s one of the several elements that make Webgrave a literal gamechanger.



The passive skills it offers provide a healthy boost to many gameplay aspects, and we’re sure it will take almost no time at all until you’re compiling location and usage guides for other players to enjoy.

We’re excited to see what configs you’ll come up with – and if you happen to craft a great setup, don’t be a stranger! Pop into our Discord and share it in the #builds channel.

The refresh(ments)


Webgrave also brings a huge overhaul to some of the key aspects of the game.

The Workshop has been rebuilt so that it now allows you to guide the research path of gear in a more meaningful way – catering to your needs and tastes far better than before. And while we had some people moaning that it takes out the fun and the element of surprise from the party, let me be clear: it was never random.



The stats – and by extension, levelling – are also transformed. Gone are the old categories. In their place, we’ve introduced a more RPG-esque system based on Flesh, Blood, Mind, Witchery, Arsenal, and Faith.



The Ascension Shrine now presents a more comprehensive representation of what will change when you level up your character, so be sure to stop by and explore it.

Especially since the progress of those who played before has not been lost – you will be given a special item which will allow you to reassign points according to the new categories while retaining your overall level.

Gnosis hasn’t been left untouched either. We’ve added two more levels – but instead of eyeballing it in a spreadsheet and slapping new labels on what we had before, we’ve put in a lot of effort to rebalance the entire system. We added new level-up objectives in the process and made sure that you understand what levelling Gnosis up entails. It’s not a mere bump of a number on the character screen – it changes the face of the game, even more so than before.



The Introduction(s)


Webgrave contains an answer to your requests for a proper tutorial for the game.

There is now a whole new level that serves as a prologue to the events of Witchfire. It introduces you to the basics and gives you a hands-on (or hands-on-weapons) experience, rather than a few prompts to read and forget.



We are also introducing a game handbook, available in the main and pause menus of the game. It’ll help you get up to speed on the UI – or remind you of what you may have forgotten if you’ve taken a break from hunting the Witch’s minions.

[previewyoutube][/previewyoutube]

The hardware


To tie it all up, we’re also expanding what you can wield in the game: three new guns are joining the arsenal:

The Oracle – a sniper rifle which can ignore the presence of walls and make a certain elf green with envy.


The Nemesis – a lever-action rifle – we hope you’ll like it as much as we do.


The Koschei – a very special piece of kit which won’t just be available for research, but will require you to jump through some hoops in the form of a special quest.


And just so you had a quick guide to what’s new:

There are a lot of secrets we haven’t revealed in the Webgrave Dev Diaries published over the past few weeks, and Velmorne is waiting for you to explore right now.

If you’re still not sure whether to give the game a try: Witchfire is currently available at 20% off, for the first time ever. With all the new content and mechanics, there has never been a better time to join the hunt.

And if you’re already the owner of the game?

Go ahead, download the update and grab your gear — an exciting new chapter begins right now.

Good hunting!